'I'd rather work in a small team'—Developers of Clair Obscur: Expedition 33 find their studio size 'just right' for development
Gaming/Indie Development/RPG

'I'd rather work in a small team'—Developers of Clair Obscur: Expedition 33 find their studio size 'just right' for development

The team behind Clair Obscur: Expedition 33 emphasizes the effectiveness of a small studio and their intentions on remaining compact.

The development team behind Clair Obscur: Expedition 33 maintains their preference for a compact work environment. The creative director, Guillaume Broche, and lead programmer, Tom Guillermin, express their satisfaction with the current size of their studio, noting that it’s ideal for creating a full-priced, turn-based RPG.

“I think that, for now, I’d prefer working as a small team,” Guillermin states. “I’m not certain how large ‘an ideal team’ would actually be, but in terms of making a complete game, our current size feels just right.”

This approach seems to reflect a common sentiment in the gaming industry, where larger studios sometimes struggle to maintain efficiency and creativity as they scale up. Broche highlights that while their team isn’t exceedingly small, it remains significantly more manageable compared to big-budget studios. The pair’s commitment to upholding a small team atmosphere might just help them navigate the challenges of developer growth without sacrificing the artistic vision that smaller teams often cultivate.

“After establishing our company, we conducted over 200 interviews to bring the right people on board,” Broche explains, illustrating the rigorous selection process followed by their studio.

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